Moved the framebuffer gen to the canvas. Cleaned up a lot of unused imports
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@@ -1,41 +1,41 @@
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc, DescriptorSetDesc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use vulkano::sync::{GpuFuture, FlushError};
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use vulkano::sync;
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use std::time::SystemTime;
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use image::{DynamicImage, ImageBuffer};
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use image::GenericImageView;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError, FragLayout, FragInput, FragOutput, VertInput, VertOutput, VertLayout, CompiledShaders, Entry};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, PersistentDescriptorSetImg, PersistentDescriptorSetSampler};
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use shaderc::CompileOptions;
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use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
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use vulkano::swapchain::acquire_next_image;
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use vulkano::image::swapchain::SwapchainImage;
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use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
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use vulkano_win::VkSurfaceBuild;
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use vulkano::pipeline::vertex::{SingleBufferDefinition, Vertex};
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use vulkano::descriptor::{PipelineLayoutAbstract, DescriptorSet};
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use std::alloc::Layout;
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use vulkano::pipeline::viewport::Viewport;
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use image::ImageFormat;
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use vulkano::image::immutable::ImmutableImage;
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use vulkano::image::attachment::AttachmentImage;
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use vulkano::image::{Dimensions, ImageUsage};
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use vulkano::format::Format;
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use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
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use image::flat::NormalForm::ColumnMajorPacked;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Capabilities};
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use crate::vertex_2d::ColoredVertex2D;
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/*
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@@ -47,8 +47,8 @@ Shaderkernel holds the pipeline and render pass for the inputted shader source
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#[derive(Clone)]
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pub struct ShaderKernels {
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pub render_pass: Arc<RenderPassAbstract + Send + Sync>,
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graphics_pipeline: Option<Arc<GraphicsPipelineAbstract + Sync + Send>>,
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pub render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
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graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
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device: Arc<Device>,
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}
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@@ -75,7 +75,7 @@ impl ShaderKernels {
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(vertex_shader_path, fragment_shader_path)
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}
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pub fn get_pipeline(&mut self) -> Arc<GraphicsPipelineAbstract + Sync + Send> {
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pub fn get_pipeline(&mut self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
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self.graphics_pipeline.clone().unwrap()
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}
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